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https://github.com/HybridDog/builtin_item.git
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132 lines
3.8 KiB
Lua
132 lines
3.8 KiB
Lua
-- Use the movement gravity for the downwards acceleration.
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-- The setting may change in-game but for simplicity we don't support this.
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local movement_gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
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local function is_flowing_liquid(nodename)
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local def = minetest.registered_nodes[nodename]
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return def and def.liquidtype == "flowing"
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end
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-- get_flow_raw determines the horizontal flow vector for a flowing liquid node,
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-- or returns nothing if the flow is zero
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local neighbour_offsets = {
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{x=-1, y=0, z=0},
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{x=1, y=0, z=0},
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{x=0, y=0, z=-1},
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{x=0, y=0, z=1}
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}
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local function get_flow_raw(pos)
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-- FIXME: Do we need to treat nodes with special liquid_range differently?
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local param2 = minetest.get_node(pos).param2
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if param2 == 15 then
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-- The liquid has full height and flows downwards
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return
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end
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local flow = {x = 0, y = 0, z = 0}
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local height = param2 % 8
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for n = 1, 4 do
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local node = minetest.get_node(vector.add(pos, neighbour_offsets[n]))
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local def = minetest.registered_nodes[node.name]
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local height_other
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if not def or def.walkable then
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-- A solid node, so no flow happens
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height_other = height
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elseif def.liquidtype == "source" then
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-- Assume that relevant liquid comes from this source
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height_other = 8
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elseif def.liquidtype == "flowing" then
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-- This neighbour is also a flowing liquid
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height_other = node.param2 % 8
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else
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-- There is a free space, e.g. air or a plant
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height_other = 0
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end
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local fl = vector.multiply(neighbour_offsets[n], height - height_other)
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flow = vector.add(flow, fl)
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end
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if vector.equals(flow, {x = 0, y = 0, z = 0}) then
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return
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end
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return vector.normalize(flow)
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end
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-- get_flow caches the results from get_flow_raw for 10 s
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local flow_cache = {}
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setmetatable(flow_cache, {__mode = "kv"})
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local function get_flow(pos)
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local vi = minetest.hash_node_position(pos)
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local t = minetest.get_us_time()
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if flow_cache[vi]
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and t - flow_cache[vi][1] < 10 * 1000000 then
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return flow_cache[vi][2]
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end
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local flow = get_flow_raw(pos)
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flow_cache[vi] = {t, flow}
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return flow
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end
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local item_entity = minetest.registered_entities["__builtin:item"]
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local old_on_step = item_entity.on_step
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item_entity.makes_footstep_sound = true
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-- The "bt_" prefix shows that the value comes from builtin_item
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item_entity.bt_timer = 0
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item_entity.on_step = function(self, dtime, ...)
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-- Remember the velocity before an original on_step can change it
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local vel_desired
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if self.bt_reset_velocity then
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vel_desired = self.object:get_velocity()
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end
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old_on_step(self, dtime, ...)
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-- Ignore the item if it should not interact with physics
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if not self.physical_state then
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return
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end
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-- Reset the velocity if needed
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if vel_desired
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and not vector.equals(self.object:get_velocity(), vel_desired) then
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self.object:set_velocity(vel_desired)
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end
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-- For performance reasons, skip the remaining code in frequent steps
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self.bt_timer = self.bt_timer + dtime
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if self.bt_timer < 0.1 then
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return
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end
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self.bt_timer = 0
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local p = self.object:get_pos()
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local pos = vector.round(p)
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local nodename = minetest.get_node(pos).name
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if self.bt_reset_velocity then
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-- Set the item acceleration to its default (changed again below)
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self.object:set_acceleration({x=0, y=-movement_gravity, z=0})
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self.bt_reset_velocity = nil
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end
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local def = minetest.registered_nodes[nodename]
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if not def or not def.liquidtype or def.liquidtype ~= "flowing" then
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return
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end
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local flow = get_flow(pos)
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if not flow then
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return
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end
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local vel_current = vel_desired or self.object:get_velocity()
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local acc
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if vector.dot(vel_current, flow) < 1.0 then
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acc = vector.multiply(flow, 2.0)
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else
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-- The item is already accelerated by the fluids
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acc = {x = 0, y = 0, z = 0}
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end
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acc.y = -movement_gravity
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self.object:set_acceleration(acc)
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self.bt_reset_velocity = true
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end
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minetest.register_entity(":__builtin:item", item_entity)
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